main {
combo_run (LEVELUP);
}
combo LEVELUP {
// PORT TO GRACE
wait(1000);
set_val(XB1_VIEW, 100);
wait(200);
wait(600);
set_val(XB1_Y, 100);
wait(200);
wait(200);
set_val(XB1_A, 100);
wait(200);
wait(200);
set_val(XB1_A, 100);
wait(200);
wait(6000);
//MOVE TO GRACE
set_val(XB1_LY, -100);
wait(500);
wait(1000);
// INTERACT WITH GRACE
set_val(XB1_Y, 100);
wait(100);
wait(4000);
//CHOOSE LEVEL UP OPTION
set_val(XB1_DOWN, 100);
wait(100);
wait(200);
set_val(XB1_A, 100);
wait(100);
wait(200);
// SET STAT TO LEVEL UP:
// VIG, MIN, END, STR, DEX, INT, FAI, ARC
call (ARC)
// INCREASE STAT POINT TWICE
set_val(XB1_RIGHT, 100);
wait(50);
wait(200);
set_val(XB1_RIGHT, 100);
wait(50);
wait(200);
// CONFIRM
set_val(XB1_A, 100);
wait(50);
wait(100);
set_val(XB1_LEFT, 100);
wait(50);
wait(100);
set_val(XB1_A, 100);
wait(50);
wait(400);
// CLEAR SCREEN
set_val(XB1_B, 100);
wait(50);
wait(400);
// START FARMING
call (FARM);
wait(45000);
call (FARM);
wait(45000);
call (FARM);
wait(45000);
call (FARM);
wait(45000);
call (FARM);
wait(45000);
call (FARM);
wait(45000);
call (FARM);
wait(45000);
call (FARM);
wait(45000);
call (FARM);
wait(45000);
call (FARM);
wait(45000);
call (FARM);
wait(45000);
call (FARM);
wait(45000);
call (FARM);
wait(45000);
call (FARM);
wait(45000);
call (FARM);
wait(45000);
call (FARM);
wait(45000);
call (FARM);
wait(45000);
call (FARM);
}
combo FARM {
// Port to Grace
wait(1000);
set_val(XB1_VIEW, 100);
wait(150);
wait(600);
set_val(XB1_Y, 100);
wait(150);
wait(200);
set_val(XB1_A, 100);
wait(150);
wait(200);
set_val(XB1_A, 100);
wait(150);
wait(6000);
// START MOVE TO RAMP
set_val(XB1_LY, -100);set_val(XB1_B, 100);
wait(2200);
// TURN TO MOBS
set_val(XB1_LX, -100);set_val(XB1_LY, -100);set_val(XB1_B, 100);
wait(900);
// HEAD TO MOBS
set_val(XB1_LY, -100);set_val(XB1_B, 100);
wait(2350);
// ATTACK 1
set_val(XB1_LT, 100);
wait(100);
wait(2000);
// ATTACK 2
set_val(XB1_LT, 100);
wait(100);
wait(1500);
}
combo VIG {
// DO NOTHING
}
combo MIN {
// MOVE DOWN 1
set_val(XB1_DOWN, 100);
wait(100);
}
combo END {
// MOVE DOWN 2
set_val(XB1_DOWN, 100);
wait(100);
wait(100);
set_val(XB1_DOWN, 100);
wait(100);
}
combo STR {
// MOVE DOWN 3
set_val(XB1_DOWN, 100);
wait(100);
wait(100);
set_val(XB1_DOWN, 100);
wait(100);
wait(100);
set_val(XB1_DOWN, 100);
wait(100);
}
combo DEX {
// MOVE DOWN 4
set_val(XB1_DOWN, 100);
wait(100);
wait(100);
set_val(XB1_DOWN, 100);
wait(100);
wait(100);
set_val(XB1_DOWN, 100);
wait(100);
wait(100);
set_val(XB1_DOWN, 100);
wait(100);
}
combo INT {
// MOVE DOWN 5
set_val(XB1_DOWN, 100);
wait(100);
wait(100);
set_val(XB1_DOWN, 100);
wait(100);
wait(100);
set_val(XB1_DOWN, 100);
wait(100);
wait(100);
set_val(XB1_DOWN, 100);
wait(100);
wait(100);
set_val(XB1_DOWN, 100);
wait(100);
}
combo FAI {
// MOVE DOWN 6
set_val(XB1_DOWN, 100);
wait(100);
wait(100);
set_val(XB1_DOWN, 100);
wait(100);
wait(200);
set_val(XB1_DOWN, 100);
wait(100);
wait(100);
set_val(XB1_DOWN, 100);
wait(100);
wait(100);
set_val(XB1_DOWN, 100);
wait(100);
wait(100);
set_val(XB1_DOWN, 100);
wait(100);
}
combo ARC {
// MOVE DOWN 7
set_val(XB1_DOWN, 100);
wait(100);
wait(100);
set_val(XB1_DOWN, 100);
wait(100);
wait(100);
set_val(XB1_DOWN, 100);
wait(100);
wait(100);
set_val(XB1_DOWN, 100);
wait(100);
wait(100);
set_val(XB1_DOWN, 100);
wait(100);
wait(100);
set_val(XB1_DOWN, 100);
wait(100);
wait(100);
set_val(XB1_DOWN, 100);
wait(100);
}